Procedurally Generated 3D Dungeons v2

  Рет қаралды 2,351

Majikayo Games

Majikayo Games

Күн бұрын

This video gives an overview of my procedural dungeon generation system created for Godot.
Full tutorial: • Procedural 3D Dungeons...
Web demo: majikayogames.github.io/Simpl...
Grimhaven by Fridge Games: / @fridge.interactive / x.com/fridge_game
Rift of Nostaria: / @riftofnostaria / x.com/RiftOfNostaria
GitHub repo for the Godot addon: github.com/majikayogames/Simp...
Contents of this video:
0:00 - Intro
0:37 - Game 1: Grimhaven
1:39 - Game 2: Rift of Nostaria
2:20 - New features
5:10 - Algorithm explanation
9:56 - Debug info upgrade
12:02 - Final thoughts & outro
If you enjoyed this video, consider supporting the channel on Patreon or Ko-fi:
/ majikayogames
ko-fi.com/majikayogames
Music:
Chipper Doodle Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
creativecommons.org/licenses/b...

Пікірлер: 32
@MajikayoGames
@MajikayoGames 8 күн бұрын
Make sure to check out the awesome indie games being created with this addon! Grimhaven by Fridge Games: www.youtube.com/@fridge.interactive / x.com/fridge_game Rift of Nostaria: www.youtube.com/@RiftOfNostaria-AFantasyL-nj6lg / x.com/RiftOfNostaria Also check out the full tutorial if you want to use it yourself: kzbin.info/www/bejne/rGabnWNre9iXhtU
@fridge.interactive
@fridge.interactive 7 күн бұрын
Honored to have our game GRIMHAVEN featured! Your plugin is an absolute must-have for anyone in the market for procedural gen -- highly recommend!
@MajikayoGames
@MajikayoGames 7 күн бұрын
awesome!! thanks so much
@RiftOfNostaria
@RiftOfNostaria 8 күн бұрын
Once again, great job on the addon!
@schemesmith
@schemesmith Күн бұрын
This is awesome, thank you so much!
@quinnleavitt4105
@quinnleavitt4105 8 күн бұрын
Would you be interested in lock and key generation? By defining rooms as having a key and then having farther rooms with locks you can use the room/node order to make sure each key is available before you encounter the lock. The lock could be an enemy you have to defeat to progress or a puzzle or just a locked door. I think that would be the thing that would take this add on to the next step. I'd be interested in contributing to help accomplish that goal since I'd need it for my game's dungeon generation.
@MajikayoGames
@MajikayoGames 8 күн бұрын
Currently planning some other projects so I won't have time to implement this, but you may find the source code overview portion of the tutorial I did helpful. All the code is CC0 so you are welcome to modify and do with it as you please.
@quinnleavitt4105
@quinnleavitt4105 8 күн бұрын
@@MajikayoGames Alright I'll see if I can implement it and if I get something working I'll open a pull request with the changes from my fork.
@futursoup9007
@futursoup9007 8 күн бұрын
👏👏👏👏 😎
@IsaacHisey
@IsaacHisey 4 күн бұрын
Awesome addon and good video. Maybe a bit more prep in terms of script will help in future videos. Keep up the great work!
@MajikayoGames
@MajikayoGames 3 күн бұрын
Thank you for the feedback appreciate your thoughts :) will keep it in mind for the next ones im planning
@SantiFarina-pd8od
@SantiFarina-pd8od 8 күн бұрын
Man, this is extremely helpful for my game (and my sanity), now I don't have to code it from scratch XD TY!!!!
@onokoreal
@onokoreal 8 күн бұрын
The gift that keeps on giving! Great work. Anything I should be aware of when updating from older version?
@MajikayoGames
@MajikayoGames 8 күн бұрын
The main difference is that dungeon kits are no longer a thing, but many improvements were made other than that. Instead of dungeon kits now, you just define individual room scenes, and add them to the DungeonGenerator3D's room_scenes property. Also, you no longer need AABBs you just set the room's size_in_voxels property for that. I added a ton of debug info so hopefully the new version is a lot easier to use.
@onokoreal
@onokoreal 8 күн бұрын
@@MajikayoGames Oh I see so I already had this version this is the same one that you showed on your last tutorial video right? I'm guessing I still need to update for a few fixes that happened over the last two weeks? I'll make sure to send you footage when I get a playable version of my game!
@MajikayoGames
@MajikayoGames 8 күн бұрын
@@onokoreal awesome would love to see it! yep i did a few bug fixes and minor improvements in the last couple weeks, it should be stable by now. anything else ill be adding, will probably just be bug fixes if anyone finds any glitches.
@onokoreal
@onokoreal 8 күн бұрын
@@MajikayoGames Awesome thanks. Quick question if you don't mind I just updated my whole addon folder and everything seem to work the same so it went well. But I wanted to try some of your new prefabs to see how they work, notably the mansion. Didn't want to reuse your "debug" spawn tool again since I have my own setup for things so I setup a Dungen3D node with the mansion rooms, then added the HouseExterior prefab around and also added MansionEntranceRoom and aligned it in the editor (did manually what the script does when you choose mansion with your debug tool basically) Despite that I'm getting an issue where HouseExterior stays invisible and never make the "cut" needed for the entrace to be collision free. TLDR I setup a DungeonGenerator3D with HouseExterior scene from the mansion prefab along with the mansionrooms but the housexterior script doesn't seem to load properly outside of being loaded from the debug tool. I'll let you know if I figure out why haven't dabbled too much with your tool lately. thanks.
@MajikayoGames
@MajikayoGames 8 күн бұрын
@@onokoreal ah yeah you might have to adapt the HouseExterior to your own scenes. that one has some setup being done from the demo scene generation script. it's just meant as an example to show what is possible, you can refer to the scripts in the DemoScene and the HouseExterior and create some similar. Also you can check the wiki for more info on how to use the addon: github.com/majikayogames/SimpleDungeons/wiki
@menteirradiante1307
@menteirradiante1307 7 күн бұрын
cara muito bom o seu trabalho, obrigado por compartilhar. desejo tudo de melhor pra vc.
@GrunkleSoos
@GrunkleSoos 8 күн бұрын
Have you heard of Dungeon Architect for Unreal / Unity? I have been dreaming about something similar for Godot for a while now. Like another commenter said lock and key generation would be amazing! Thanks for making this I really think we will see some great games using it soon.
@MajikayoGames
@MajikayoGames 8 күн бұрын
i have seen dungeon architect, it did look pretty cool. would be neat to build this out some more, if i have time :)
@quinnleavitt4105
@quinnleavitt4105 8 күн бұрын
Dungeon Architect was one of the inspirations for my comment. If we even got a fraction of that functionality, I think it'd go a long way for making procedural generation easier in Godot.
@timmygilbert4102
@timmygilbert4102 7 күн бұрын
Now add cyclic dungeon design😊
@livesleyboxing9103
@livesleyboxing9103 8 күн бұрын
Fantastic!! I was making my own but this seems so sophisticated I can already use the rooms I made too 👍👌 I’ll mention you in credits for sure haha 🤣 I have one question tho… how can I generate a navigation mesh after generating the dungeon? I just have a one floor dungeon so just parent all rooms to a nav mesh node and bake after generation?
@MajikayoGames
@MajikayoGames 8 күн бұрын
glad you enjoyed :) i haven't tried nav mesh generation yet. but yeah i assume you could just bake it after if you needed to. or, i think you might be able to pre bake it for each individual room and then the navigation server joins overlapping points. i haven't looked too much into it though.
@livesleyboxing9103
@livesleyboxing9103 8 күн бұрын
@@MajikayoGames oh great yah I thought maybe it would work baking it in pieces, it works for occlusion culling at least! I wonder what you got cooking now ahah this is such an awesome unknown godot add-on! 👍👍🙏
@JustinThorLPs
@JustinThorLPs 8 күн бұрын
I like the pre-placed room idea, Would it be a possibility to have several pre-placed rooms that the dungeon could randomly generate to create connections between? So say I have another pre-placed room every 2 or so levels It will connect them.
@MajikayoGames
@MajikayoGames 8 күн бұрын
not sure i fully understand, but it sounds like that would work. you could even pre place rooms in code, then call .generate after. that's what i did in the mansion example. there's also the custom get random rooms function which could work for this.
@Name-qd7vh
@Name-qd7vh 5 күн бұрын
How would you connect navmeshes from different rooms?
@MajikayoGames
@MajikayoGames 5 күн бұрын
I haven't tried it, but AFAIK there are a couple ways to connect navigation meshes, from looking i think using edge_connection_margin looks easiest, i would think you make sure that is greater than the gap between any dungeon room doors: docs.godotengine.org/en/stable/tutorials/navigation/navigation_connecting_navmesh.html
@villainsgame9778
@villainsgame9778 7 күн бұрын
🙏🙏plz make soulslike melee combat system...
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